US4922420A - Video game software selection data processing system - Google Patents
Video game software selection data processing system Download PDFInfo
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- US4922420A US4922420A US07/076,792 US7679287A US4922420A US 4922420 A US4922420 A US 4922420A US 7679287 A US7679287 A US 7679287A US 4922420 A US4922420 A US 4922420A
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- Prior art keywords
- game
- bus
- selecting
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- memory
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Classifications
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F9/00—Games not otherwise provided for
- A63F9/02—Shooting or hurling games
- A63F9/0291—Shooting or hurling games with a simulated projectile, e.g. an image on a screen
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/21—Input arrangements for video game devices characterised by their sensors, purposes or types
- A63F13/219—Input arrangements for video game devices characterised by their sensors, purposes or types for aiming at specific areas on the display, e.g. light-guns
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/20—Input arrangements for video game devices
- A63F13/24—Constructional details thereof, e.g. game controllers with detachable joystick handles
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/70—Game security or game management aspects
- A63F13/77—Game security or game management aspects involving data related to game devices or game servers, e.g. configuration data, software version or amount of memory
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/90—Constructional details or arrangements of video game devices not provided for in groups A63F13/20 or A63F13/25, e.g. housing, wiring, connections or cabinets
- A63F13/95—Storage media specially adapted for storing game information, e.g. video game cartridges
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F13/00—Video games, i.e. games using an electronically generated display having two or more dimensions
- A63F13/40—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment
- A63F13/42—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle
- A63F13/426—Processing input control signals of video game devices, e.g. signals generated by the player or derived from the environment by mapping the input signals into game commands, e.g. mapping the displacement of a stylus on a touch screen to the steering angle of a virtual vehicle involving on-screen location information, e.g. screen coordinates of an area at which the player is aiming with a light gun
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- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/10—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals
- A63F2300/1043—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by input arrangements for converting player-generated signals into game device control signals being characterized by constructional details
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/20—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterised by details of the game platform
- A63F2300/206—Game information storage, e.g. cartridges, CD ROM's, DVD's, smart cards
-
- A—HUMAN NECESSITIES
- A63—SPORTS; GAMES; AMUSEMENTS
- A63F—CARD, BOARD, OR ROULETTE GAMES; INDOOR GAMES USING SMALL MOVING PLAYING BODIES; VIDEO GAMES; GAMES NOT OTHERWISE PROVIDED FOR
- A63F2300/00—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game
- A63F2300/50—Features of games using an electronically generated display having two or more dimensions, e.g. on a television screen, showing representations related to the game characterized by details of game servers
- A63F2300/55—Details of game data or player data management
- A63F2300/552—Details of game data or player data management for downloading to client devices, e.g. using OS version, hardware or software profile of the client device
Definitions
- the present invention relates to a game software service system. More specifically, the present invention relates to a novel game software service system wherein a game can be played by arbitrarily selecting any one of a plurality of game programs which are stored in memory cartridges respectively.
- a second possible idea is to load a plurality of game cartridges in a fixed fashion in corresponding connectors or slots respectively.
- a slot would be enabled selectively by a mechanical switch, for example, a rotary switch or a push switch.
- the configuration as described above has such problems that the configuration for switching over the slots (connectors) having a large number of pins corresponding to pins of the game cartridge not only becomes very complicated, but also whether or not the game cartridge is loaded in the slot or whether or not the game cartridge is authentic even if it is loaded cannot be confirmed.
- the principal object of the present invention is to provide a novel game software service system capable of selection of a plurality of game programs without interchange of storage mediums.
- a game software service system in accordance with the present invention is used by connecting to a monitor so as to display images for games on the monitor, and comprises a housing, processing means installed in the housing for controlling displaying images for games and the whole system, a plurality of storage media for games which store different kinds of programs for games respectively and whereto an address space of the processing means is commonly allocated, first operating means for playing the game by operation of the player, second operating means for selecting anyone of a plurality of storage media for games by operation of the player, and enabling means installed in the housing for enabling an access from the processing means to any one of a plurality of storage media for games which are commonly connected to an address bus and a data bus of the processing means in accordance with a selection by the first operating means, wherein the processing means executes one program of the storage medium for game enabled by the enabling means to display the images for game on the monitor, and changes the state of display in accordance with an operation of the second operating means.
- a menu showing respective game programs of the storage media loaded in the slots is displayed on the screen of the monitor connected thereto.
- the second operating means such as a controller
- the game by that selected game software is made playable by the enabling means.
- the game software can be selected in an electronic manner by operating, for example, a controller used for the game, and therefore not only the configuration is simplified greatly in comparison with the case of utilizing a mechanical switch or the like, but also chances of troubles are reduced to a large extent because of using no mechanical movable parts or contacts.
- a plurality of storage media storing different kinds of game programs are allocated to the same address space as viewed from the processing means (CPU or PPU) and any one of them is enabled selectively, and therefore an arbitrary one can be selected from among a large number of game programs without expanding the address space accessible by the processing means.
- timer means when coins are put in, timer means is operated and a time count is started, and a game image is displayed on the screen of the monitor.
- the level of luminance of the game image on the screen of the monitor is varied by varying means, and the screen blinks. This variation in the level of luminance, that is, blinking notices the player in advance that the playing time allowed by the put-in coins will soon expire.
- a previous notice of the game end can be made to the player by variation in the luminance (blinking) on the screen of the monitor by the varying means. Accordingly, the deficiency that the gaming machine is stopped suddenly despite that the game is under playing can be avoided unlike the conventional coin-operated video gaming machine.
- the player puts in additional coins or puts in coins again, the variation in the level of the luminance on the screen by the varying means is stopped. Then, the player can further continue to play the game according to the number of coins or amount of money put in again.
- FIG. 1 is a front appearance view showing one embodiment in accordance with the present invention.
- FIG. 2 is a rear appearance view of the embodiment.
- FIGS. 3, 3A, 3B, 3C and 3D are block diagrams showing a configuration of the embodiment.
- FIG. 4A, FIG. 4B, FIG. 5 and FIG. 6 are flow charts showing operations of the embodiment.
- FIG. 7 is a block diagram showing portions operated by coins of the embodiment in accordance with the present invention.
- FIGS. 8A through 8F are waveform graphs of signals at respective parts showing operations of FIG. 7 embodiment.
- FIG. 9 is a waveform graph schematically showing variation in the level of luminance by a level shifter.
- FIGS. 10A through 10F are waveform graphs of signals at respective parts showing operations of FIG. 7 embodiment in a different case.
- FIG. 11 is a block diagram showing one example of a coin box.
- FIG. 12 is a block diagram showing another example of the coin box.
- FIG. 1 is an appearance view showing one embodiment in accordance with the present invention.
- a game software service system 10 comprises a cubic main unit 12, and a front panel 14 is formed in the front portion of the main unit 12.
- a plurality of (15 in this embodiment) slots 16 are formed in the front panel 14, and although not illustrated a multi-pin connector connected to pins of a game cartridge 18 is installed in the inner part of each of these slots 16. Accordingly, these slots 16 can load the game cartridges 18 in an attachable/detachable manner by the multi-pin connectors.
- a light emitting diode (LED) 20 is installed, which is for displaying that the game cartridge 18 is loaded in the slot 16, or whether or not the loaded game cartridge 18 is being utilized.
- LED light emitting diode
- Controllers 22a and 22b which play the game and are utilized to select the game cartridge 18 loaded in each slot 16 and also a light gun 23 for playing shooting game are connected to the front panel 14.
- a key switch 24 for selecting whether the game is to be abled or to be disabled is installed on the front panel 14, and the key switch 24 is made operable by inserting a key 26. Accordingly, in the case where such a game software service system 10 is installed, for example, in the guest room of a hotel or the like, the key 26 will be lent out to the user at the front of the hotel in exchange for the charge for utilization.
- a reset switch 28 and a TV/game change-over switch 30 are installed in the vicinity of the key switch 24.
- the reset switch 28 is used to reset the game when the user plays the game.
- the TV/game changeover switch 30 is a switch for change-over between reception of normal television broad casting by a TV receiver 32 utilized as a monitor and display of the game images or CATV images utilizing the TV receiver 32.
- expansion connector 34 is installed on the front panel 14, and the expansion connector 34 has functions equivalent to those of the expansion connector of the existing Family Computer (trademark) or Nintendo Entertainment System (trademark) manufactured and sold by the applicant of the present invention, being utilized, for example, for connecting a joy stick controller.
- Another slot 16a is installed in the main unit 12, and a monitor memory pack 18a having a system program is stored in the slot 16a.
- the memory pack 18a may be of the same shape as those of the game cartridges 18 loaded in the other slots 16, and performs control of the whole system, for example, controls displays of the demonstration image, the menu image or the like, selection of the game software, connection to the CATV line, and charging money put in the coin box.
- a dip switch 38 is further installed in the main unit 12.
- the dip switch 38 is constituted as eight bits, and can be utilized for changing over the money charging system, setting unit time of timer according to the unit amount of money of coins to be put in, and so on.
- a power supply unit 42 is installed on a rear panel 40 of the game software service system 10, and the power supply unit 42 is constituted so as to be attachable to and detachable from the rear panel 40 and thus the main unit 12.
- an AC input connector 42a for connecting an AC power supply and an AC output connector 42b for supplying other equipment, for example, the TV receiver 32 for monitoring (FIG. 1) with power are installed.
- an expansion I/0 connector 43 is installed on the rear panel 40. The expansion I/O connector 43 is utilized as an input/output port when a MODEM or the like is connected.
- an output terminal 44 which can be connected to a video input terminal (not illustrated) of the monitor or the TV receiver 32 and an audio output terminal 46 which can be connected to an audio input terminal (not illustrated) of the TV receiver 32 are installed.
- a RF output terminal 48 is connected to an antenna terminal thereof (not illustrated).
- an antenna input terminal 50 for connecting an antenna cable to the system 10 is installed. F-connector plugs are utilized for these terminals 48 and 50, respectively.
- a coin box 52 which is one of money charging systems is installed in this system 10, and a coin inlet 54 for putting in coins is formed on the coin box 52.
- the system of this embodiment can be constituted also as a coin-timer controlling system capable of playing the game for the time according to the amount of money of the coins put in the coin box 52.
- FIG. 3 is a block diagram showing a configuration of this embodiment.
- the game software service system 10 comprises a microprocessor or CPU 60.
- the integrated circuit "2A03" manufactured by Nintendo can be utilized.
- a PPU (Picture Processing Unit) 62 is connected to the CPU 60, and for this PPU 62, like the Family Computer (trademark) or Nintendo Entertainment System (trademark), the integrated circuit "2C02" manufactured by Nintendo can be utilized. Details of the CPU 60 and the PPU 62 are shown in U.S. application Ser. No. 14,150, now U.S. Pat. No. 4,824,106.
- a clock of, for example, 21.48 MHz is given to the CPU 60 and the PPU 62 from a common oscillator 64.
- An eight-bit data bus 68 is connected to the data port of the CPU 60 through a two-way buffer 66, and a 16-bit bus 72 is connected to the address port through a one-way buffer 70.
- the data port of the PPU 62 is connected to an eight-bit data bus 76 through a two-way buffer 74, and the address port is connected to a six-bit address bus 80 through a one-way buffer 78.
- an address latching circuit 79 is installed in the data port of the PPU 62, and the address latching circuit 79 latches address data outputted in a time shared manner from the data port of the PPU 62, giving the same to the one-way buffer 78 as 14-bit address data along with six bits from the address port of the PPU 62.
- the address data from the CPU 60 outputted through the address bus 72 is given to an address decoder 82.
- This system is constituted by the so-called memory map system, and accordingly, the address decoder 82 decodes a five-bit address from the CPU 60, outputting required chip enable signals CE0-CE8, respectively.
- a system clock ⁇ 2 from the CPU 60 is given to the address decoder 82, being given also to another address decoder 84.
- the address decoder 84 also outputs required chip enable signals CE9-CE11 from four-bit address data.
- a working RAM 86 is installed in association with the CPU 60
- a video RAM 88 is installed in association with the PPU 62.
- the working RAM 86 is enabled by the chip enable signal CE1 from the address decoder 82, and is given the address data from the CPU 60 through the address bus 72, also being given the data from the CPU 60 through the data bus 68.
- the data from the PPU 62 is given through the data bus 76 of the PPU 62, and also the address data from the PPU 62 is given through the address bus 80.
- the most significant bit of the address bus 80 of the PPU 62 is given as a chip enable signal of the video RAM 88 through an inverter 90. This means that the video RAM 88 is enabled when the most significant bit of the address bus 80 is "1".
- the controllers 22a and 22b connected to the main unit 12 are both connected to a controller switch-over circuit 94 through I/O interfaces 92a and 92b.
- the controller switch-over circuit 94 is a circuit for switching to either of the controllers 22a and 22b to use it as a main controller, and in the embodiment, the controller 22a or 22b used to select the game cartridge 18 is set as such a main controller.
- the I/O interfaces 92a and 92b for the controllers 22a and 22b are enabled by chip enable signals from a decoder built in the CPU 60, respectively.
- the controller switch-over circuit 94 is enabled by the chip enable signal CE4 from the address decoder 82. Then, operation signals or data from the controllers 22a and 22b are stored in the working RAM 86 through the controller switch-over circuit 94 and a reset controlling circuit 96 via a data bus 100, being utilizing for game control.
- the reset switch 28 installed on the front panel 14 is connected to a reset controlling circuit 96.
- the reset controlling circuit 96 is connected to the controller switch-over circuit 94.
- the reset controlling circuit 96 outputs a reset signal to the CPU 60 in response to any signal thereof.
- the reset controlling circuit 96 includes a circuit for selecting any one of various reset signals from the reset switch 28, the controller switch-over circuit 94 and the presettable timer 98 as described later and a flag for deciding the reset signal having come and storing it, and is enabled by the chip enable signal CE3 from the address decoder 82.
- the presettable timer 98 is utilized as a timer for presetting the time during when the game can be played according to the amount of money of the coins put in the coin box 52, and for this purpose, the presettable timer 98 is connected to a coin selector interface 102 connected to the working RAM 86 and the coin box 52 by the eight-bit data bus 100.
- the coin selector interface 102 gives the kinds of the coins put in through the coin inlet 54 (FIG. 1) and the total number of each kind of coins to the working RAM 86 through the data bus 100.
- the CPU 60 outputs an audio signal such as necessary effect sound responding to the progress of the game, and the audio signal is given to an AV.RF controller 104.
- a video signal from the PPU 62 is further given to the AV ⁇ RF controller 104, and the AV ⁇ RF controller 104 turns on or off the audio signal and the video signal given in such a manner, giving them to a RF modulator 106.
- the RF modulator 106 outputs composed of audio signal and video signal from the AV ⁇ RF controller 104, for example, as a television signal of the NTSC standard, that is, an RF signal. However, the audio signal and the video signal can be outputted separately as respective base band signals from the RF modulator 106.
- the video signal from the RF modulator 106 is outputted from the above-described video output terminal 44 as shown in FIG. 2, and the audio signal is outputted from the audio output terminal 46.
- the RF signal from the RF modulator 106 that is, the television signal is outputted from the RF output terminal 48.
- a plurality of slots 16 (16 slots including a built-in slot 16a) are installed, and the game cartridge 18 is loaded in each of the slots 16.
- a plurality of game cartridges 18 and one monitor memory pack 18a loaded in such a manner constitutes one block by a predetermined number (four in this embodiment), and in this embodiment, since 16 slots 16 (16a) are formed, four blocks BLK0-BLK3 20 are formed.
- Each of the blocks BLK0-BLK3 is composed of four banks BK0-BK3, respectively.
- FIG. 3C only the block BLK0 is illustrated in detail on behalf of other blocks since they are constituted in the same manner. However, it is pointed out in advance that the blocks BLKl-BLK3 are constituted also in the same manner.
- the respective banks BK0-BK3 of each of the blocks BLK0-BLK3 are connected in parallel so as to be located in an overlapped manner in the same address space when viewed from the CPU 60 and the PPU 62, but only the bank (game cartridge 18) corresponding to one game software selected by the menu mode is enabled selectively.
- the program memory pack 18a loaded in one slot 16a included in the block BLK0 is allocated as the bank BK0, and the game cartridges 18 loaded in three slots 16 are allocated as the banks BK1-BK3, and each of the game cartridges, that is, the banks BK1-BK3 includes a program memory and a character memory.
- the blocks BLK0-BLK3 are selected by a demultiplexer 108 for selecting the block, and the program memory is selected by a demultiplexer 110 and the character memory is selected by a demultiplexer 112, respectively.
- an eight-bit data is given to an output port 114 from the CPU 60 through the data bus 68, and the output port 114 outputs a four-bit data representing the blocks BLK0-BLK3 and the banks BK0-BK3 in accordance with the eight-bit data.
- the demultiplexers 108-112 decode the four-bit data given from the output port 114 in such a manner, outputting signals for selecting any one of the blocks BLK0-BLK3 and any one of the banks BK0-BK3.
- the banks BK0-BK3 of the block BLK0 are enabled by select signals from the demultiplexers 110 and 112.
- a signal from the demultiplexer 108 for specifying the block is given to a bus buffer 116 associated with the respective blocks.
- the bus buffer 116 includes a two-way buffer 118 for the program memory, a one-way buffer 120 for address for the program memory, a two-way buffer 122 for the character memory and a one-way buffer 124 for address for the character memory.
- two bits are given to the bus buffer 116, and one bit thereof enables the two-way buffer 118 and the other bit enables the two-way buffer 122, respectively.
- the two-way buffer 118 for the program memory is connected to the data bus 68 of the CPU 60
- the two-way buffer 122 for the character memory is connected to the data bus of the PPU 62
- the one-way buffers 120 and 124 for address are connected to the address bus 72 of the CPU 60 and the address bus 80 of the PPU 62, respectively.
- An expansion box interface 126 is connected to the expansion multi-pin connector 34 as shown in FIG. 1, and in this embodiment, a CATV interface 128 is installed to enable coupling with a CATV system.
- the expansion box interface 126 and the CATV interface 128 are enabled by the chip enable signals CE10 and CE11 from the address decoder 84, respectively.
- an expansion I/O port 130 is connected to an I/O connector 42c installed on the rear panel 40, and the expansion I/O port 130 is enabled by the chip enable signal CE8 from the address decoder 82.
- FIG. 4A and FIG. 4B start every time a reset signal is given to the CPU 60 from the reset controlling circuit 96.
- the reset controlling circuit 96 gives a reset signal to the CPU 60 in response to turn-on of the key switch 24 (FIG. 1) by the key 26, operation of the reset switch (not illustrated) of the controller 22a or 22b, turn-on of the reset switch 28 of the main unit, or reception of a time-up signal from the presettable timer 98.
- the CPU 60 outputs a signal to the address decoder 82 and sets the chip enable signal CE1 from the address decoder 82 to "0", thereby disabling the reset controlling circuit 96. Accordingly, at this point, the reset signal from the reset controlling circuit 96 is inhibited.
- the CPU 60 and the PPU 62 are initialized. This means that registers, ports and so on associated with the CPU 60 and PPU 62 are set to the cleared state from the unfixed state.
- the CPU 60 determines the kind of the triggered reset signal.
- the reset signals from the controllers 22a and 22b, the reset switch 28 and the presettable timer 98 are decided as the "Hot” reset, and the reset signal by turning on the key switch 24 is decided as the "Cold” reset.
- the reset controlling circuit 96 has only to output a reset signal and a flag representing the kind of that reset signal in accordance with the kind of the signal by which the reset controlling circuit 96 is triggered.
- the CPU 60 When the "Cold" reset, that is, the reset by turn-on of the key switch 24 is detected in the step S5, the CPU 60 disables the presettable timer 98 through the address decoder 84 in the following step S7. This means that in the step S7, the CPU 60 inhibits the reset from the presettable timer 98.
- the CPU 60 gives a signal to the address decoder 82, sets the chip enable signal CE1 to "1", and enables the working RAM 86, and also outputs "0" to the data bus 86 through the two-way buffer 66 to clear a predetermined area "0000H-1FFFH” of the working RAM 86. Also, in the next step S11, the CPU 60 initializes the associated registers and input/output ports.
- the PPU 62 enables the video RAM 88 by giving data to the address bus 80 through the one-way buffer 78, and clears the video RAM 88 by outputting "0" to the data bus 76 through the two-way buffer 74.
- the CPU 60 initializes each memory. Then, in the step S17, the CPU 60 enables an area that is part of the working RAM 86 and stores the control codes, that is, an S-RAM control area. Specifically, the CPU 60 sets the enable signal CE1 to "1" through the address decoder 82 and enables the working RAM 86, and also outputs the address for that area to the address bus 72 through the one-way buffer 70. Thereby, the S-RAM control area of the working RAM 86 is enabled.
- the CPU 60 transfers the program stored in the monitor memory pack 18a (FIG. 1), that is, the program of the bank BK0 to another address space.
- the monitor memory pack 18a of the bank BK0 is transmitted to the S-RAM control area of the working RAM 86 enabled previously.
- the CPU 60 checks "Check-Sum” according to the program transferred to the S-RAM control area. This means that all data of the game cartridges of the banks BK1-BK15 are totaled and the totaled result is checked, and thereby decision is made on whether the game cartridges allocated to these banks BK1-BK15 are loaded or removed or whether the game cartridges are authentic or unjust.
- the CPU 60 enables the output port 114 by setting the chip enable signal CE5 to "1" through the address decoder 82, and also it selects sequentially the game cartridges 18 loaded in the respective slots 16, that is, the banks BK1-BK15 by sequentially setting numeric values from "0001" to "0FFF" through the two-way buffer 66 and the data bus 68. Then, the program data and the character data from these banks BK1-BK15 are stored in the working RAM 86 through the two-way buffer 118 and the data bus 68, and the CPU 60 adds all data of the game cartridges 18, that is, the banks BK1-BK15 by accessing to that area of the working RAM 86. In this embodiment, by executing the step S21, decision can be made on whether or not a proper game cartridge is loaded in each of the slots 16 and the like.
- the game title of the game cartridge 18 loaded in each slot is checked by "Check-Sum" in the step S21. This means that if the game cartridge is registered in advance, the title of the usable game is known by the result of this "Check-Sum", and in the case of a nonregistered game cartridge, the title of the game can be decided by checking the specific code in that game cartridge.
- the CPU 60 sets an "Hot" start flag formed in a predetermined area of the working RAM 86, entering an attraction mode.
- the attraction mode is a mode wherein information on the hotel is displayed and demonstration of the game contents set in this system is performed in a repeated manner using the TV receiver 32 (FIG. 1).
- the CPU 60 decides on whether the "Hot" reset has come from the reset switch 28 on the front panel 14 or from the presettable timer 98, or whether from the controller 22a or 22b by checking the flag inputted from the reset controlling circuit 96. Then, if determination is made to be the reset signal coming from the reset switch 28 on the front panel 14, processing proceeds intact to the attraction mode as shown in the previous step S27.
- the CPU 60 selects the bank BK0 of the block BLK0 and executes the program of the monitor memory pack 18a without fail when it is given a reset signal in a hardware fashion from the reset switch 28 or the presettable timer 98, and selects any one of banks other than the bank BK0 of the block BLK0 and executes the program of the corresponding cartridge 18 when the kind of game software is selected by the controller 22a or 22b in the menu mode as described later, and restarts execution of the program with the leading address of the game cartridge 18 selected previously when the reset switch of the controller 22a or 22b is operated.
- the CPU 60 checks the state or mode of the controller 22a or 22b. This means that the controller 22a or 22b is sometimes depressed during execution of the normal game, and is utilized also to select the game cartridge 18 loaded in each slot 16, and therefore in this step S35, the CPU 60 decides the mode where in the controller 22a or 22b has been operated, and determines the corresponding program to be executed.
- step S35 when decision is made that the controllers 22a and 22b have been depressed in the reset mode, in the next step S37, processing proceeds to the menu mode for selecting the game cartridge.
- the CPU 60 decides whether it has been operated during demonstration of the game or during play of the game. This can be decided easily by checking the flag set in the working RAM 86. Then, where the reset signal from the presettable timer 98 has been given during demonstration of the game, processing proceeds to the previous step S27 and the attraction mode is executed. Furthermore, where the reset signal from the presettable timer 98 has been given during play of the game, in the next step S43, expiration of the presettable timer 98 is displayed, and processing proceeds to the step S27.
- the CPU 60 displays the attraction mode.
- the audio signal is outputted from the CPU 60 and the video signal is outputted from the PPU 62.
- the RF modulator 106 through the AV ⁇ RF controller 104. Then, the signal from the RF modulator 106 is given to the monitor, that is, television receiver 32, and thereby such a display of information can be performed.
- the CPU 60 gives a black screen display command signal to the PPU 62 to turn off the screen of the monitor 32.
- step S105 likewise the step S15 in FIG. 4A, the CPU 60 enables the S-RAM control area of the working RAM 86.
- next step S107 the CPU 60 checks the next bank number, that is, the current game number by the data from the game cartridge 18 given from the data bus 68.
- next step S109 likewise the step S17 in FIG. 4A, the program of the monitor memory pack 18a is transferred to the S-RAM control area of the working RAM 86.
- the CPU 60 sets respective flags or data in the S-RAM control area.
- the CPU 60 sets the next bank number checked in the previous step S107 in the S-RAM control area.
- the CPU 60 gives data to the S-RAM control area, and sets the controllers 22a and 22b to the reset mode in the reset controlling circuit 96.
- the CPU 60 sets the flag showing that the game is being demonstrated, that is, the game demonstration flag in a predetermined region of the S-RAM control area.
- the CPU 60 presets time data in the presettable timer 98 according to the amount of money of the coins put in the coin box 52, and thereafter processing enters the demonstration mode of the game. This means that processing jumps to the reset area of the game cartridge of the bank number set in the previous step S111 in the state that reset is applied by the program, and the game by that game cartridge is started.
- step S201 of this mode a menu is displayed on the screen of the monitor 32 by cooperation of the CPU 60 and the PPU 62, and likewise the previous step S107 (FIG. 5), the next bank number, that is, the current game number is checked.
- the steps S203, S205 and S207 are the same as the steps S103, S105 and S109 in FIG. 5 respectively, and here the duplicate description is omitted.
- step S209 likewise the previous step S11, the number of the cartridge to be set next, that is, the bank number is set in the S-RAM control area of the working RAM 86.
- the CPU 60 sets the controllers 22a and 22b to the control mode, that is, the program mode.
- the CPU 60 sets the flag showing that the game is being played, that is, the game play flag in a predetermined area of the working RAM 86.
- step S215 a signal is given to the reset controlling circuit 96, and the CPU 60 allows an input of reset from the reset switch 28 on the front panel 14. Then, time of a length according to the amount of money of the coins put in the coin box 52 is preset in the presettable timer 98, and processing proceeds to the game play mode.
- systems of charging money in this system conceivably include three systems; a CATV system, a key system and a coin system.
- the CPU 60 gives a signal to the address decoder 80, and enables the CATV interface 128 by setting the chip enable signal CE11 to "1".
- a CATV network installed in the hotel or the like is coupled with this system 10.
- the game mode is set by operating the TV/game change-over switch 30.
- the monitor that is, TV receiver 32 is set to a proper unoccupied channel.
- a game demonstration image or an operation procedure image is displayed by the attraction mode as shown in the previous FIG. 5.
- the first mode is performed, and by operating a select button (not illustrated) installed in the controller 22a or 22b in that state, the game cartridge loaded in the slot 16, that is, the game program allocated to any one of the banks BK1-BK15 is selected. Then, the start button of the controller 22a or 22b is depressed to start the game. Money has only to be charged at this point. Thereafter, on ending the game, setting is made to the TV reception mode by operating the TV/game change-over switch 30.
- the key 26 is lent out to the user at the front of the hotel where this system 10 is installed. In this case, a certain amount of money has only to be charged at this point. Thereafter, change-over is made to the game mode by operating the TV/game change-over switch 30, and the monitor, that is, TV receiver 32 is set to a proper unoccupied channel. Then, the demonstration or the operation procedure is displayed, and by inserting the key 26 lent out from the front into the key switch 24 and turning it in that state, the game is made playable. Then, likewise the previous CATV system, by utilizing the controllers 22a and 22b, selection and start of the game are performed, and after the game has ended, the TV reception mode is set by operating the TV/game change-over switch 30.
- change-over is made to the game mode by operating the TV/game change-over switch 30, and the TV receiver 32 is set to an unoccupied channel.
- the user puts in a certain amount of coins through the coin inlet 54 of the coin box 52.
- a game time is set in the presettable timer 98 according to the data of the amount of money from the coin selector interface 102 connected to the coin box 52.
- the game cartridge is selected and the game is started by the controller 22a or 22b.
- the time of a length according to the amount of money of the coins put in elapses the game is brought to an end by a time-up signal from the presettable timer 98.
- the coin box 52 is constituted so as to be used in common as a coin timer of the existing TV receiver provided in the room of the hotel.
- a remote control function can be constituted also using this system.
- the CATV interface 1208 calculation of charged money can be performed in the working area of the CPU 60 or the power supply of the system including the TV receiver 32 as a monitor can be turned on or off through the CATV line of the hotel or the like.
- Record data of utilization of this system are reserved in the working RAM 86 of this system, and are made accessible from the front, and thereby the amount of money of the coins put in can be made sure.
- the memory cartridge 18 is loaded from the outside of the main unit 12, but it may be loaded in an attachable/detachable manner in the main unit 12. Also, the menu is selected by the controller 22a or 22b, but another select switch may be installed.
- FIG. 7 is a block diagram showing portions operated by coins which can be utilized for the above-described embodiment.
- the ⁇ P 60 and the PPU 62 receive data from the respective ROMs of the game cartridge 18 connected selectively by the selector 116, perform proper data processing, and give the audio signal and the video signal to the interface 104, respectively.
- the interface 104 includes a level shifter 136 for shifting up or shifting down the signal level, preferably the luminance level of the video signal in particular out of the video signal and the audio signal to be given.
- the level shifter 136 operates in response to an output from an AND gate 138.
- a "near end" signal and a clock ⁇ 4 from the coin box 52 are given to two inputs of AND gate 138. Accordingly, the level shifter 136 changes the luminance level of the video signal to be given in response to the period of the clock ⁇ 4 when the "near end" signal is given.
- the video signal and the audio signal passing through the level shifter 136 are outputted from a buffer circuit 140 through the video output terminal 44 and the audio output terminal 46.
- a signal is given to the RF modulator 106 from the buffer circuit 140, and the RF modulator 106 modulates the video signal and the audio signal to be given into a high frequency signal or RF signal such as a television signal of the NTSC standard.
- the RF signal is outputted from the RF output terminal 48.
- the ⁇ P 60 gives a signal for directing any one to be enabled of the game cartridge 18 to the above-described selector 116, and gives a command signal for selecting the repetition frequency of the reference clock used for time counting in the coin box 52, that is, for selecting any one of clocks ⁇ 1- ⁇ 3 having different frequencies to the coin box 52.
- the coin box 52 outputs the above-described "near end" signal and the clock ⁇ 4, and also outputs a timer-on signal, giving them to the reset circuit 96.
- a monostable multivibrator 132 which is triggered by the above-described timer-on signal given from the coin box 52 is installed in the reset circuit 96.
- the monostable multivibrator 132 is triggered, for example, by the trailing edge of the timer-on signal to be given, being a monostable multivibrator of so-called edge triggering type.
- a reset signal generating circuit 134 is further installed which receives an output of the monostable multivibrator 132 and an operation signal from the reset switch 28 (FIG. 2) on the front panel 14.
- the reset signal generating circuit 134 outputs a reset signal in response to an operation of the reset switch 28, receives an output signal from the monostable multivibrator 132, generates a reset signal, and holds it.
- the reset signal from the reset circuit 96, that is, the reset signal generating circuit 134 is given to the reset input of the ⁇ P 60.
- controllers 22a and 22b are connected to the ⁇ P 60 through the controller I/O 92. Then, the ⁇ P 60 gives a select signal to the selector 116 in response to an operation of either of the controller 22a and 22b, and the game can be played by operating the controllers 22a and 22b.
- FIG. 11 shows a further detailed circuit configuration of the coin box 52.
- a clock generator 142 is installed in the coin box 52, and from the clock generator 142, for example, four kinds of clocks ⁇ 1, ⁇ 2, ⁇ 3 and ⁇ 4 having different repetition frequencies respectively are outputted. Then, the clocks ⁇ 1- ⁇ 3 are given to a clock selecting circuit 144, and as described above, the clock ⁇ 4 is given as one input of the AND gate 138 (FIG. 7) included in the interface 104.
- the clock selecting circuit 144 selects any one of the three clocks ⁇ 1- ⁇ 3 to be given based on the signal from the ⁇ P 60. Selection of the clock in such a clock selecting circuit 144 can be changed by the ⁇ P 60 in accordance with the selected game cartridge. This means that in this video gaming machine, any one of three kinds of clocks is used according to the kind of game (degree of difficulty) to be played, and thereby three kinds of unit times of timer can be selected.
- the selected clock from the clock selecting circuit 144 is given to a count input of a counter 148 through a two-input AND gate 146.
- the counter 148 is constituted, for example, as a 10-bit counter, and can count "0-1023".
- a carrier signal or count-up signal (outputted when 1024 is counted) from the counter 148 is inverted and given as another input of the above-described AND gate 146.
- the same count-up output of the counter 148 is inverted by an inverter 150, being outputted as the above-described timer-on signal.
- the coins (not illustrated) put in through the coin inlet 54 are detected by a coin detecting circuit 152, and a coin detection signal from the coin detecting circuit 152 is given as a reset signal of the above-described counter 148.
- a comparator 154 is installed, and the most significant four bits of the counted value of the counter 148 are given as one of comparison inputs A of the comparator 154.
- a set data from a data setter 156 including the afore-mentioned dip switch 34 (FIG. 2) is given as the other comparison input B of the comparator 154.
- the data set by the data setter 156 is any one of values 0-1023 counted by the counter 148, and data equivalent to a time a little shorter than the timer time of play allowed by the unit amount of money of the coins put-in is set. Accordingly, a signal from the comparator 154 is outputted as the "near end" signal for notifying in advance that the game is brought to an end after a lapse of the time according to the amount of money of the coins put in at that time.
- the coin detecting circuit 152 When a certain amount of money, for example, one 100-yen coin is put in through the coin inlet 54 of the coin box 52, this is detected by the coin detecting circuit 152, and a coin detection signal as shown in FIG. 8A is outputted from the coin detecting circuit 152.
- the counter 148 In response to the coin detection signal, the counter 148 is reset, and accordingly, the count-up signal of the counter 148 becomes the low level at that point. Accordingly, the timer-on signal being the output of the inverter 150 rises to the high level at that point as shown in FIG. 8B.
- the ⁇ P 60 In response to the rise of the timer-on signal, the ⁇ P 60 is enabled, and starts processing of game information along with the PPU 62, and thereby the player can play the game on the screen of the TV receiver 32 as previously described.
- any one of the clocks ⁇ 1- ⁇ 3 given from the clock generator 142 is selected by the clock selecting circuit 144, being given to the AND gate 146.
- the carrier signal or count-up signal of the counter 148 is the low level, and accordingly, a clock from the clock selecting circuit 144 is given to the counter 148 starts to count.
- the counted value of the counter 148 becomes larger than the data set by the data setter 156. Then, as shown in FIG. 8C, the "near end" signal of the high level is outputted from the comparator 154 at that point. For example, assuming that a "15-minute” play can be performed by one "100-yen” coin, this "near end” signal is outputted one minute before a lapse of 15 minutes, that is, when 14 minutes have passed. However, it is needless to say that such a specific time can be set arbitrarily and differs greatly depending on the place and conditions of installation of this video gaming machine.
- the "near end" signal from the coin box 52 is given to the input of the AND gate 138 included in the interface 104 along with the clock ⁇ 4 as shown in FIG. 8D. Accordingly, from the AND gate 138, as shown in FIG. 8E, a signal equivalent to the clock ⁇ 4 is outputted while the "near end” signal is the high level, and the signal is given to the level shifter 136 as a blink signal. Accordingly, as shown in FIG. 9, this level shifter 136 shifts the luminance level of the video signal to be given.
- the level shifter 136 keeps the luminance level of the normal game image signal when the blink signal to be given is the low level, and reduces the luminance level when the blink signal is the high level, outputting the video signal wherein the luminance level varies in synchronism with the blink signal, that is, the clock ⁇ 4.
- This video signal is given to the buffer circuit 140. Accordingly, on the screen of the TV receiver 32, so-called blinking is produced that the luminance of display varies little by little in response to the change in the luminance level. Consequently, the player can know that the rest of the gaming time allowed by the coins put in is short by watching the screen of the TV receiver 32.
- the timer-on signal falls as shown in FIG. 8B, and the monostable multivibrator 132 included in the reset circuit 96 is triggered. Accordingly, a pulse is outputted from the monostable multivibrator 132, being given to the reset signal generating circuit 134. Accordingly, as shown in FIG. 8F, from the reset signal generating circuit 134, a reset signal is given to the ⁇ P 60 simultaneously with a count-up of the counter 148. Thereby, the ⁇ P 60 is reset and thereafter the game playing cannot be continued.
- the coin detection signal is obtained again from the coin detecting circuit 152. Consequently, the count-up signal of the counter 148 is forced to become the low level again at that point, and the timer-on signal from the inverter 150 keeps the high level intact. Accordingly, the monostable multivibrator 132 included in the reset circuit 96 is not triggered, and the reset signal of the ⁇ P 60 is not outputted from the reset circuit 96.
- the counter 148 is reset again, and accordingly, the count-up signal is set to the low level. Accordingly, the clock given from the clock selecting circuit 144 continues to be given to the counter 148 intact through the AND gate 146. Since the counter 148 has been reset by the previous additional coin put-in detection signal from the coin detecting circuit 152, it starts to count again from "0", continuing the operation described previously in reference to FIG. 8A through FIG. 8F. Then, after blinking has been produced, if no coin is put in, the ⁇ P 60 is reset intact, and the game playing after that cannot be continued.
- the "near end" signal falls to the low level at that point. Consequently, thereafter the clock ⁇ 4 is not given to the level shifter 136 from the AND gate 138 (FIG. 7), and the shifting operation of the luminance level by the level shifter 136 is stopped. This means that in response to an additional put-in of coils, blinking on the screen of the TV receiver 32 is stopped.
- FIG. 12 portions the same as or similar to those in FIG. 11 are designated by the same or similar reference symbols, and thereby the duplicate description is omitted.
- the two-input AND gate 146 (FIG. 11) receiving the clock from the clock selecting circuit 144 is changed to a three-input AND gate 146'. Then, the output signal from the coin detecting circuit 152 is given as one of inputs of an OR gate 158. To the other input of the OR gate 158, the count-up signal from the counter 148 is given, and the output of the OR gate 158 is given as a count input of an up-down (U/D) counter 160. As an U/D input for directing either of count-up and count-down in the U/D counter 160, a count-up signal of the counter 148 is given intact.
- U/D up-down
- the U/D counter 160 counts down according to a signal or pulse from the OR gate 158 when the U/D input to be given is the high level. In reverse, the U/D counter 160 is put in the count-up mode when the U/D input is the low level.
- the U/D counter 160 is constituted, for example, as a four-bit counter, and all four-bit outputs from the U/D counter 160 are given to a four-input OR gate 162. Accordingly, the high level signal is outputted from the OR gate 162 only when the counted value of the U/D counter 160 is not "0".
- An output of the OR gate 162 is given as a residual input of the above-described AND gate 146'. Accordingly, the counter 148 can receive the clock from the clock selecting circuit 144 as a count input thereof through the AND gate 146' when the residual number of coins put-in is other than "0".
- the four-bit outputs of the U/D counter 160 are also given as respective inputs of a four-input AND gate 164. This means that only the least significant bit of the U/D counter 160 is kept intact and the most significant three bits are inverted, becoming respective inputs of the AND gate 164. Accordingly, a high level signal is outputted from the AND gate 164 only when the counted value of the U/D counter 160 is "1".
- an output of the AND gate 164 is given as an input of a two-input AND gate 166 along with the above-described inverter 150.
- An output of the AND gate 166 is given as the enable signal CE of the comparator 154. Accordingly, the comparator 154 is enabled only when the timer-on signal is the high level and the counted value of the U/D counter 160 is "1", that is, only when the residual number of coins put in becomes 1.
- the counted value of the U/D counter 160 is not "0", thereafter a high level signal is outputted from the OR gate 162. Accordingly, the clock from the clock selecting circuit 144 is given to the count input of the counter 148 through the AND gate 146'. Then, when a time equivalent to one coin put in elapses, that is, when the counter 148 counts "1024", the counter 148 outputs a count-up signal of the high level, and thereby the U/D counter 160 is put in the count-down mode, and in response to that signal, the U/D counter 160 counts "-1". This means that the U/D counter 160 is decremented by "1" from the number of the coins put in counted initially every time the time equivalent to one coin elapses.
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Abstract
Description
Claims (14)
Applications Claiming Priority (4)
Application Number | Priority Date | Filing Date | Title |
---|---|---|---|
JP61-173372 | 1986-07-23 | ||
JP61173372A JPH0824766B2 (en) | 1986-07-23 | 1986-07-23 | Game soft service system |
JP61-167400 | 1986-10-30 | ||
JP16740086U JPH0642317Y2 (en) | 1986-10-30 | 1986-10-30 | Coin operated video game machine |
Publications (1)
Publication Number | Publication Date |
---|---|
US4922420A true US4922420A (en) | 1990-05-01 |
Family
ID=26491455
Family Applications (1)
Application Number | Title | Priority Date | Filing Date |
---|---|---|---|
US07/076,792 Expired - Lifetime US4922420A (en) | 1986-07-23 | 1987-07-23 | Video game software selection data processing system |
Country Status (4)
Country | Link |
---|---|
US (1) | US4922420A (en) |
CA (1) | CA1284225C (en) |
DE (1) | DE3724449A1 (en) |
GB (1) | GB2193868B (en) |
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Also Published As
Publication number | Publication date |
---|---|
GB2193868B (en) | 1991-01-09 |
DE3724449A1 (en) | 1988-01-28 |
GB2193868A (en) | 1988-02-17 |
GB8717468D0 (en) | 1987-08-26 |
CA1284225C (en) | 1991-05-14 |
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